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<BenLand100> we're just in the transitional phase where society reclassifies guns as Badâ„¢ before everyone gets laser pistols
After force updating I was able to run the script, while I was at work. Got this proggy for you.
Everything was working great. The only issue I ran into was, when it started to fight, it would end the fight after two hits.Code://////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////// Bonsai //////////////////////////////////////// //////////////////////////////////////// Fighter //////////////////////////////////////// //////////////////////////////////////// _______ //////////////////////////////////////// ////////// ////////// ////////// Script runtime: ////////// ////////// 5 hr 43 min 16 sec(Total) 5 hr 10 min 31 sec(Active) 32 min 44 sec(Break)////////// ////////// ////////// //////////////////////////////////////// Kills //////////////////////////////////////// ////////// Total Per Hour /Hour Active ////////// ////////// Fire giant 994 173.74 192.06 ////////// ////////// XP 118,981.8 20,796.77 22,989.46 ////////// ////////// Const XP 39,660.6 6,932.26 7,663.15 ////////// ////////// ////////// ////////////////////////////////////////////////////////////////////////////////////////////////////
Not sure why this is happening. Another SRL bug? Just taking a wild guess, haha.Code:***** TcombatMgr.attack: Fight initiated ***** TcombatMgr.attack: End of fight detected ***** TcombatMgr.attack: Fight initiated ***** TcombatMgr.attack: Probable miss, did not detect start of fight ***** TcombatMgr.attack: Fight initiated ***** TcombatMgr.attack: Probable miss, did not detect start of fight ***** TcombatMgr.attack: Fight initiated ***** TcombatMgr.attack: Probable miss, did not detect start of fight ***** TcombatMgr.attack: Fight initiated
Sorry if I'm bugging you, I really don't mean to.
Also, is there a way to manually add colors to the blacklist?
@bonsai
You can edit the color file, copy/paste one of the current lines in the blacklist and change the color. I have a half baked tool that lets you play with them... I'll work on getting you a copy. You'll love it.
It's great you're exploring the coloring but I warn you -- the code design is a little substandard.
Use notepad++ or whatever and search blColorizer.simba for blacklist.append and successful.append
Those are the places it decides to move something to one list or the other.
The constant you mentioned is used once in reference to 'active' colors:
Simba Code:FAILURE_THRESHOLD = 0.22;
...
(attempts >= 5) and (percent < FAILURE_THRESHOLD)
So after we have made at least 5 tries we start demanding that the color has a success rate higher than 22%. (# times we found an npc / # times we tried)
Colors start in the discovered list. It fishes through there and tries some. If one of them leads to success, it moves it to active. From active it moves to sucessful, blacklist, or runty depending on what happens.
Colors never get removed from successful, blacklist, or runty.
Please PM me a copy whenever you've finished it! I assume I should only edit the color number in the color file? Not the number of attempts etc?
Was hoping the failure threshold would lead to more blacklist colors, but it just means less active colors. Main reason I started exploring the colorize functions was because of the deadly red spiders in the chaos tunnels.
Thanks for the help so far!
It's working now! Sometimes, however, the bot will attack an NPC before it's finished a fight it's already currently on. This has caused up to 4 NPCs attacking my character at the same time. Other than that, I have no other input. Fantastic script!![]()
Last edited by Nythirius; 04-01-2015 at 07:33 AM.
Thanks, fixed it for me!
Also if I wanted to add a 60 second timer for berserker ability I suppose I can just make it the same as the healthtimer in blCombat?
*edit*
That seemed to do the trickit used to activate berserk again when it was still on cooldown
![]()
Going to add quake and hurricane now.
Error: Too many parameters found at line 12
Compiling failed.
with the corpse torso script
help @bonsai pls
A suggestion: have an option to use regenerate after reaching 100% adrenaline. This would make AFKing last much longer, if not forever, at high defense levels.![]()
I certainly do, it may have been the fire giants auto aggression, from when you log into the room. The aoe skills may also be pulling in multiple enemies as well.
Close to 100 combat level with an sgs. The sgs special provides me with enough healing to stay without food.
Stupid suggestion, regenerate only triggers once you go leave combat. Just use SGS. It's a waste of adrenaline.
Sorry for double post.
Either way this is my current edit to the blCombat.simba.
Simba Code:procedure __defaultHealthCheck();
begin
if (combatMgr.healthTimer.getTime() < 3810) then exit;
if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() = 100)) and (combatMgr.berserkTimer.getTime() > 57800) then
begin
sendKeys('b', 230, 40);
combatMgr.berserkTimer.start();
wait(gaussRangeInt(100,170));
exit;
end;
if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.assaultTimer.getTime() > 28500) then
begin
sendKeys('a', 250, 40);
combatMgr.assaultTimer.start();
wait(gaussRangeInt(100,240));
exit;
end;
{
if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.hurricaneTimer.getTime() > 18700) then
begin
sendKeys('h', 250, 40);
combatMgr.hurricaneTimer.start();
wait(gaussRangeInt(70,200));
exit;
end;
if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.quakeTimer.getTime() > 19700) then
begin
sendKeys('q', 250, 40);
combatMgr.quakeTimer.start();
wait(gaussRangeInt(100,210));
exit;
end; }
if ((actionbar.getHPPercent() < 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.specTimer.getTime() > 7800) then
begin
sendKeys('s', 100, 50);
combatMgr.specTimer.start();
wait(gaussRangeInt(150,1250));
exit;
end;
if (actionbar.getHPPercent() < 40) then
begin
sendKeys('m', 250, 40);
wait(gaussRangeInt(150,1250));
exit;
end;
if (actionbar.getHPPercent() < 20) then
begin
writeln('***** Terminating script due to low health');
terminateScript();
end;
combatMgr.healthTimer.start();
end;
Keys should be Obvious;
M - Monkfish
S - Spec
H - Hurricane (unused currently)
Q - Quake (also unused)
A - Assault
B - Berserk
To add this you'll also have to define the various timers at the top of the script, similar to the healthTimer (search for that as an example)
It would be an option that would let people AFK without having to return every hour to refill on food. Yes, it would stop combat, but that's fine because it would be able to run longer, letting people come back later to find greater results from botting. Keep in mind, I am merely suggesting an idea, not forcing, or feeling entitled, for it to happen.
SGS is indeed more efficient. However, people wouldn't be able to use it if they were trying to train ranged or magic.
Further suggestion: instead of regenerate at 100% adrenaline, have it regenerate after X minutes/seconds.
Last edited by Nythirius; 04-03-2015 at 06:53 PM.
Does anyone have a decent spot for low level mage training (50-80 mage) without sacrifice ability? That would't require constant banking?
why not have it detect end of combat hp and adrenaline percentage and make a decision based on that? also you will need to train on enemies that are non-aggressive for that
imo super heating is a much easier way to level mage if u can afford it
Last edited by klamor; 04-04-2015 at 03:19 PM.
Good suggestion! I'm mainly training on waterfiends which are non-aggressive because of all the charms they drop.
If you want generate, why not add it yourself? Same way as I added berserk;
If adren 100% (or 90/95) and hp is below 70 then (can remove the first part (adren 100) should work either way
Begin
Sendkey generatekey;
Repeat
Wait random 100-500;
untill adren 0% (or 10% because of delays
End;
I'll post a proper code later unless someone is able to do so before I can.
What did you use to heal? Or did you use sgs?
For the regenarate, add this in the blCombat.simba
Search for defaulthealtcheck, and paste it after the healthTimer.getTime line
Simba Code:if actionbar.getHPPercent() < 70 then
begin
sendKeys('r', 200, 50);
repeat
wait (600);
until actionbar.getAdrenalinePercent() < 15;
wait(gaussRangeInt(100,1300));
exit;
end;
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